In-theatre interactive entertainment system

ABSTRACT

In-theater interactive entertainment system. A game server generates video content in digital form and is displayed on a digital display in a theater. A telephony system is connected to the game server enabling a group of individual game participants in the theater to exchange data wirelessly with the game server so that the game participants can interact with video content on the display. It is preferred that at the display is a reflective screen illuminated by a digital projector.

RELATED APPLICATIONS

This U.S. patent application claims the benefit of and is a continuationof U.S. patent application Ser. No. 10/638,831, entitled “In-TheatreInteractive Entertainment System”, filed on Aug. 11, 2003, which isincorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION

This invention relates to an entertainment system, and moreparticularly, to an interactive entertainment system for use intheaters.

As the pace of life continues to accelerate in the 21St century, peoplebecome very restless and bored while sitting in a movie theater waitingfor the previews and feature presentation to begin. Some movie theatresfill this time period with a static slide show including movie triviaquestions, intermingled with commercial announcements.

It is also the case that a generation of movie viewers has grown up withvideo game experience in which the game player actively controls videocontent. Members of this generation often find the movie experience toopassive and would like to have the opportunity to influence what appearson the screen.

The ubiquity of wireless cellular phones, the internet, movie digitalprojection and interactive entertainment content allows theirintegration into the novel in-theatre interactive entertainment systemdisclosed herein.

SUMMARY OF THE INVENTION

The in-theater interactive entertainment system according to one aspectof the invention includes a game server to generate video content indigital form and a digital display in a theater for displaying the videocontent from the game server. The video content is preferably dynamicvideo content. The game server is connected to a telephony system andenables a plurality of individual game participants in the theater toexchange data wirelessly with the game server to affect on-screen videocontent. Software running on the game server and the telephony systemenables the game participants to interact with the video content on thedisplay. In a preferred embodiment, the display is a screen illuminatedby a digital projector. In this embodiment, the telephony systemincludes a cellular telephone network interacting with a telephonyserver and the telephony server is connected so as to be able toexchange data with the game server. The game server may be connected tothe telephony system through a private network or through the internet.It is preferred that the individual game participants use their owncellular telephones to access the cellular telephone network andinteract with of the entertainment system.

In a preferred embodiment, the telephony system includes a telephonyserver programmed for receiving telephone calls from the individual gameparticipants and for exchanging data in real time with the game server.The telephony server accepts input from the game participants via DTMFsignals, and it is contemplated that the telephony server may alsoinclude speech recognition capability so as to accept inputs from thegame participants via game participant speech. The telephony systemincludes telephony hardware to connect the telephony server to aplurality of telephone lines.

In another aspect, the invention includes at least one additionaltheater having the in-theater entertainment system of the invention. Theadditional theater or theaters may be in different cities and areconnected to exchange data with one another.

In yet another aspect, individual game participants use wireless PDA'sor wireless game devices to exchange data with the game server directlywithout using a public telephone network.

The present invention enables many in-theater interactive entertainmentapplications. For example, movie story branching capability allows theaudience to determine the direction of the story. Another importantapplication is pre-movie entertainment that may includesponsorship-driven movie games, market research polling, theaterinteractive shopping, political/trend polling, or drama-based branchingadvertising. The technology disclosed herein can also be used to expandusage of movie theatres during non-movie viewing periods. For example,the system of the invention can be utilized for local/nationalcompetitions, sports leagues, movie premiers, market research events,and sponsorship/promotional events at times when the movie theater wouldotherwise be dark.

As an example, the pre-movie interactive entertainment might begin 15minutes before the beginning of previews with 5 minutes for each of gameintroduction, set-up, communications, and closing. Typical gamesembedded in sponsors' brand messages might include trivia games,polling, drama, puzzles, sports, and strategy and may include audiencestatus updates during the game. There may also be public serviceannouncements.

BRIEF DESCRIPTION OF THE DRAWING

The single FIGURE of the drawing is a schematic illustration of theinteractive entertainment system according to one embodiment of theinvention.

DESCRIPTION OF THE PREFERRED EMBODIMENT

The in-theater interactive entertainment system of this invention is anew technology platform that combines and showcases severalmedia—digital movie projection, wireless phones, the internet (orprivate network), and entertainment content. The system of the inventionis unique in several aspects. First of all, it allows the audienceactually to interact with the movie screen, and enables multimediacontent with embedded sponsorship in a movie theater. The present systemis the first interactive entertainment system that uses mobile telephonenetworks within movie theaters. As will be discussed below in moredetail, audience members who wish to interact with the system of theinvention use their personal wireless phones, call a toll free number,and actually play the game on a movie screen. The “magic” occurs for theaudience when the movie screen starts interacting with the audienceplayers while they are in the theater. In addition, participants may besent a congratulatory text/voice message on their cellphone. The systemwill use both multi-media elements from digital projectors and wirelessphones. The wireless phones' audio capability will be used to promptparticipants so as to provide a personalized audio experience. Thein-theater participant will be provided with fact-based responses,polling responses, drama-based storyline responses, and many other waysto interact with the movie theater content.

With reference now to the single FIGURE of the drawing, a first theatre10 is a modern movie theater with a digital projector 12 under thecontrol of a games server 14. Members of the audience who wish toparticipate in the interactive entertainment of the invention each havea cellphone 16 which communicates via a cellular tower 18 to a publictelephone network 20. The telephone network 20 in turn is connected to adial-in site 22 that includes telephony hardware 24 under the control ofa telephony server 26. The telephony server 26 is connected to the gameserver 14 through a network 28 which may be a private network or theinternet. Similarly, there may be additional theaters 30, 32, 34, and 36along with an additional dial-in site 38. The five theaters illustratedin the FIGURE are merely exemplary as it will be understood that anynumber of theaters may be interconnected. Further, there may be anynumber of dial-in sites as necessary to support the system of theinvention.

As described earlier, a member of the audience who wishes to participateuses his or her cellphone 16 to connect to the telephony server 26through the public telephone network 20 utilizing the cell tower 18. Thetelephony server 26 is a highly reliable computer(s) located in acentral site or several sites, as shown in the FIGURE. The telephonyserver 26 is responsible for taking phone calls from the gameparticipants much in the same way as automatic voice services do (suchas weather, movie, show times, etc.) As shown in the FIGURE, thetelephony server 26 is connected to, and exchanges data in nearreal-time with, the game server 14 that is preferably installed in themovie theater 10. Those skilled in the art will appreciate that the gameserver 14 need not actually be located in the theater 10 but could belocated in a separate facility. The telephony server 26 takes input fromgame participants (via DTMF keypad signals) and prompts and immerses theplayers using pre-recorded audio content in synchrony with on-screenactivity within the theater 10. It is also contemplated that thetelephony server 26 be capable of voice recognition so as to allow gameparticipants to speak in addition to using the keypad to interact withthe game server 14. It is expected that voice recognition will furtherenrich the game experience.

The telephony hardware 24 connects the telephony server 26 to a numberof telephone lines, which may be, for example, POTS lines, digital T1 orT3 lines, or other techniques for connecting through a cellular network20. The telephony hardware 24 provides the capability for the telephonyserver 26 to direct pre-recorded or synthesized audio (speech or music)to the game participant in order to deliver to them individualized audiocontent in a non-intrusive way (i.e., other theater attendees are notbothered by those participating in the game). Additionally, thetelephony hardware 24 interprets DTMF signals generated by keypadpresses. The telephony hardware 24 optionally may also offer thecapability of recording the participant's voice (much like voicemail),possibly for acquiring a name/address for prizes and the like In apreferred embodiment, the telephony system 22 is able to perform voicerecognition on words spoken by game participants. In such a case, thetelephony hardware 24 samples the incoming audio from a telephone lineand allows it to be analyzed by a voice recognition algorithm.

The game server 14 is a high-reliability computer preferably located inthe movie theaters. The game server computer 14 is connected to adigital projector 12. The game server 14 generates the video contentshown on the screen in the theater including animation, text, etc. Forsome interactive experiences, it will be desirable for the game server14 to produce high quality, multi-channel audio, which can be directedto the theater audio system creating an even richer experience.

The game server 14 connects to the telephony server 26 by way of a modemand phone line or a higher-bandwidth connection such as ISDN, DSL, cablemodem, T1, etc. The game server 14 functionality may be integrated withexisting computers used for projecting static advertising content ifdesired. Alternatively, the game server 14 of this invention can alsoperform the function of static advertising if desired. Such integrationhas an added benefit of making it more economical and space-efficient inthe projection booth, and simplifies connection to the projection system(possibly eliminating costly or complex switching systems).

The implementation of content on the game server 14 may be in aconvenient environment. One suitable environment is Macromedia Flash MX,which provides rich graphics, animation, and sound capabilities coupledwith TCP/IP and XML support making the logical network connection to thetelephony servers 26 relatively easy to implement. An additional benefitof Macromedia Flash MX is the large talent pool from which to draw asMacromedia Flash MX is used extensively by World Wide Web developers.

As those skilled in the art will appreciate, almost any type ofmedium-to-high bandwidth network connection may be used to connect thegame server 14 to the centralized telephony server 26 and to connect thetelephony servers 26 together if they're located in geographicallyremote regions. The connectivity between the game servers 14 and thetelephony servers 26 is used to relay, in near real-time, input fromgame participants from the telephony servers 26 to the game servers 14for tabulation and display.

As is well-known, a typical movie theater has many screens and it iscontemplated that each of the screens will have one of the systemsdisclosed herein installed. It is feasible to use existing LANtechnologies such as ethernet to connect all of the game servers 26 in amovie theater facility together, and then through a single connection(e.g., ISDN, DSL, T1) to the centralized telephony servers 26. Thisapproach may simplify installations, or reduce costs, (e.g., no need toinstall 12 DSL lines if one has 12 game servers installed in one'sfacility; one DSL line will suffice).

As mentioned above, game participants use ordinary cellular telephone 16to participate in movie games and other interactive experiences. Asmentioned above, by dialing a telephone number (typically toll free)shown on screen by the game server 14 (which can vary from physicallocation to physical location), the participants connect to thetelephony server 26. The telephony server provides audio feedback andprompting. The game participant uses his or her cell phone 16 number padto provide input to the on-going game (e.g., by pressing 1, 2 or 3etc.). Audio prompting may be synchronized for all participants (e.g., anarration audio track) but may also include unique content forparticipants (e.g., murder mystery game wherein each participant mayhear unique information for their particular role). Instead of aparticipant using the cell phone 16 keypad, participants can speak theirinput and the telephony server 26 performs voice recognition therebyeither eliminating or supplementing keypad use.

It is also part of a present invention to use data features of modemcellular phones to provide an even richer interactive experience,allowing directed, personalized graphics to be displayed on a player'scellular phone liquid crystal display. Technologies include WAP, j2meetc.

Software components of the embodiments disclosed herein will now bediscussed. A theater-side content package runs on each game server 14and is responsible for both presenting rich graphics, animation and textto the user as well as establishing a network connection to thetelephony servers 26 to receive interactive key press (or voicerecognition) data from game participants and the exchange of informationstored in databases on the telephony servers. A suitable technology suchas Macromedia Flash MX is preferred since it effectively handles richcontent as well as the client/server TCP/IP back-end. It is also a toolwith which content developers are familiar.

A telephony software component runs on each telephony server 26. Thissoftware is responsible for controlling telephony hardware 24 to allowgame participants to dial in and interact with the system. It isresponsible for playing audio out to the participant via theparticipant's cell phone, possibly recording audio from the phone andinterpreting DTMF key presses, and/or performing voice recognition. Thetelephony software is not game specific but rather a general purposeframework. The telephony servers 26 preferably include databasesalthough the databases can be physically located on additional computersin a large scale system. These databases will be used to hold statisticsfor polling, high scores, etc. Anything that needs to be stored forlater retrieval, either for the benefit of the interactive experience(e.g., comparing one theater's poll results to nationwide averages), orfor marketing data (tracking usage, demographics, etc. for planning andsales efforts) will be kept in these databases.

A telephony-side software content package component also resides on thetelephony server 26. The telephony server 26 may contain several suchpackages, one for each game or interactive event. This software containspre-recorded audio (or enables synthesized audio), logic code to provideintelligence to the interactive experience, and may optionally includevoice recognition patterns. The pre-recorded (or synthesized) audio maybe the same for all participants at all times, or it may different foreach participant depending on the scenario. Additionally, multi-lingualcapability can be accommodated (although on-screen visuals will stilllikely be in a single language).

Audio content, speech recognition patterns, and other content related toa game or interactive experience is packaged and deployed on thetelephony server 26. The telephony server 26 preferably is capable ofholding a number of these content packages and having a means fordifferent content packages to be used (either simultaneously orserially). The content packages deployed on the telephony server 26 actas half of the overall content for a particular game or interactiveexperience. The other half resides in the game servers 14. The contentmay be distributed to both the telephony server 26 and the game server14 via a means that provides distributed and maintenance-free contentdeploying. Alternatively, content can be distributed by mailing media tothe various theaters (e.g., CD-ROM, DVD-ROM) and having an operatormanually load the content into the game server 14.

The operation of one embodiment of the invention will now be describedrelating to pre-movie entertainment. Before a feature film presentationbegins, the game server 14 executes the content component. Thisoperation may happen manually (operator starts it) or automatically(based on a pre-program schedule). The content component thenestablishes a network connection to one of the telephony servers 26 (oroptionally this connection may be persistent). Once this connection hasbeen established, interaction may begin. The telephony-side contentsoftware package launches and readies itself to accept game participantsand phone lines become available for participants to dial in. Movieattendees already in the theater are enticed by on-screen instructionsto use their cell phones to dial a localized telephone server 26 (thisphone number can be “advertised” to the content component over thenetwork connection so that it need not be hard-coded in the contentcomponent. This mode allows dynamic dialup bank management in which thetelephony servers can assign banks for dial in numbers ad hoc andbroadcast the phone number to the game servers). Game playingparticipants will be allowed to dial in within a window of time (e.g.,one minute) before the next interactive segment begins. An option is toplace callers into a waiting queue if they call outside this timewindow. It is contemplated that those waiting in the queue will beexposed to additional advertising or the playing of mini-games.

After participants dial into the telephony server 26 with their cellphone 16 they are prompted using audio cues played from the telephonyserver and heard through their cellular phones. Participants log in byidentifying themselves. Several schemes for identification may beutilized, including: using caller ID information and real names from adatabase; having participants key in their initials or first name usingtelephone-alpha numeric style entry (e.g., hit “one” once for “A”, hitit again for “B”). Profanity filters may be provided to avoid tastelessidentifications. Participants may be allowed to select an icon or othercharacter from a list (e.g., “do you want to be represented by the lion,bear, horse, racecar, or football?” or “what character do you want toplay in this murder mystery? The butler, the maid?”). No matter whichscheme is chosen, some means of each participant being able to uniquelyidentify him or herself will be provided. In fact, different methods canbe used depending on the experience—a murder mystery may have a verydifferent technique from a fantasy football league which may differstill from simple polling and quizzes.

When the next interactive segment begins, the theater-side softwarecontent component displays rich graphics and animations with text thatpresent questions or other elements. At key moments on-screeninstructions tell participants that they may participate in thegame/poll/quiz using the key pads on their phones or by merely usingtheir voice. Audio prompting may also be used to either reflectinformation that is shown on the screen or to provide additionalinformation.

As participants key in, or speak, their answers, statistics are gatheredon the telephony server 26 and sent in near real-time (or collated andsent later) to the game server 14. The telephony server 26 may collectand save these data in a database. The theater-side content softwarepackage receives the participant results and displays them in a suitablefashion (e.g., “35% of the people in this theater answered number 2,” orperhaps the story arc changes depending on what participants voted).

The theater-side content software package can also retrieve results fromthe telephony server 26 database which reflect state-wide or nation-wideresults for this particular item and visually present a comparison ofthis theater versus those other data sets from other theaters. Manyquestions or other interactive elements may take place during thisinteractive segment. When a segment ends, the cycle repeats until themovie previews begin (assuming that the system is being used in apre-movie experience and not self-contained). Finally, when theinteractive experience has ended, participants are reminded to turn offtheir phones (both on-screen and audibly) so as not to disturb othermovie goers once the previews and feature film begin.

While the embodiments disclosed herein utilize cellular phones, thoseskilled in the art will recognize that other portable wireless devicesmay be utilized. Examples include wireless personal digital assistants(PDAs) or wireless game platforms such as Cybiko. In such a case, thegame participants bring their wireless game devices or PDA's 40 to thetheater and interact with the movie as discussed above. In this case,the game server 14 is modified to include a wireless radio system tocommunicate with wireless PDAs or wireless hand-held video game devices.Participants would be connected wirelessly in a localized way (ratherthan dialing up a central site through the public cellular telephonenetwork). By “localized” is meant local to the screen being watched bythe participant or, more generally, localized to all screens in a singletheater. Connection to the telephony server may still be made in orderto get access to any database stored thereon.

By employing wireless PDAs or wireless game platforms, the interactionwith the game on the big screen is likely to be more “real-time” thanwith the cell phone embodiments discussed above. That is, thisembodiment provides lower latency and could be used to give theparticipant the feeling of using a joystick. Individualized informationcan be displayed to the participants via the screens on the portabledevices, and the overall game action is shown on the big theater screen.

It is recognized that modifications and variations of the inventiondisclosed herein will be apparent to those skilled in the art, and it isintended that all such modifications and variations be included withinthe scope of the appended claims.

1. A method for providing interactive entertainment to a wireless deviceof an attendee in a theater, the method comprising: (a) receiving, by asystem controlling a digital projector, a unique identification from anattendee in a theater via input from a wireless device brought to thetheater by the attendee; (b) displaying, by the digital projector on thescreen of the theater, video content of a game generated from thesystem; (c) receiving, by the system, from an attendee participating inthe game input to the game via the wireless device; and (d)communicating, by the system in synchrony with activity on the screen,individualized content to the wireless device of the attendeeparticipating in the game.
 2. The method of claim 1, wherein the theatercomprises a movie theater.
 3. The method of claim 1, wherein thewireless device comprises a phone, a personal digital assistant or agame device.
 4. The method of claim 1, wherein the game comprisesembedded sponsorship content.
 5. The method of claim 1, wherein step (c)further exchanging data by the wireless device with the server to affecton-screen video content.
 6. The method of claim 1, wherein step (d)further comprises communicating, by the system, individualized audiocontent to the wireless device in a non-intrusive way to other attendeesin the theater.
 7. The method of claim 1, wherein step (d) furthercomprises communicating, by the system, individualized information to adisplay of the wireless device while overall action of the game isdisplayed on the screen of the theater.
 8. The method of claim 1,wherein step (d) further comprising communicating, by the system a textmessage to the wireless device.
 9. A method for providing interactiveentertainment to a wireless device of an attendee in a theater, themethod comprising: (a) receiving, by a system controlling a digitalprojector, a unique identification from an attendee in the theater viainput from a wireless device brought to the theater by the attendee; (b)displaying, by the digital projector on the screen of the theater, videocontent of a game generated from the system; and (c) communicating, bythe system, personalized audio experience in synchrony with on screenactivity to the wireless device of the attendee participating in thegame via input from the wireless device.
 10. The method of claim 9,wherein step (c) further comprises communicating individualizedinformation to a display of the wireless device while overall action ofthe game is displayed on the screen of the theater.
 11. The method ofclaim 9, wherein step (c) further comprises communicating personalizedgraphics to information to a display of the wireless device whileoverall action of the game is displayed on the screen of the theater.12. A method for providing interactive entertainment to a wirelessdevice of an attendee in a theater, the method comprising: (a)receiving, by a system controlling a digital projector, a uniqueidentification from an attendee in the theater via input from a wirelessdevice brought to the theater by the attendee; (b) displaying, by thedigital projector on the screen of the theater, video content of a gamegenerated from the system; and (c) communicating, by the system insynchrony with on screen activity, personalized graphics to a display ofthe wireless device of the attendee.
 13. The method of claim 12, whereinstep (c) further comprises communicating individualized information tothe display of the wireless device while overall action of the game isdisplayed on the screen of the theater.
 14. The method of claim 12,wherein step (c) further comprises communicating personalized audioexperience to the wireless device while overall action of the game isdisplayed on the screen of the theater.
 15. A method for providinginteractive entertainment to a wireless device of an attendee in atheater, the method comprising: (a) displaying, by a digital projectorunder control of a system operating on one or more servers, on a screenin a theater, dynamic video content comprising a story; (b) receiving,by the system, data wirelessly via a wireless device brought by anattendee to the theater, the data changing the dynamic video content;and (c) determining, by the system, a direction of the story from datareceived from the attendee.
 16. The method of claim 1, wherein step (c)further comprises changing an arc of the story based on a response fromthe attendee to a question from the system displayed on the screen ofthe theater.
 17. The method of claim 1, wherein step (c) furthercomprises the story branching based on the attendees input to the game.18. A method for providing interactive entertainment to a plurality ofattendees at multiple theaters, the method comprising: (a) receiving, bya first system controlling a first digital projector of a first screenin a first theater, input from wireless devices of a first plurality ofattendees of the first screen in the multi-screen theater, the firstsystem displaying a first game on the first screen; (b) communicating,by the first system in synchrony with activity on the first screen,individualized content to the wireless devices of the first plurality ofattendees participating in the first game; (c) receiving, by a secondsystem controlling a second digital projector of a second screen in asecond theater, input from wireless devices of a second plurality ofattendees of the second screen in the multi-screen theater, the secondsystem displaying a second game on the second screen; and (d)communicating, by the second system in synchrony with activity on thesecond screen, individualized content to the wireless devices of thesecond plurality of attendees participating in the second game.
 19. Themethod of claim 18, wherein step (b) further comprises communicating, bythe first system, individualized content to a display of the wirelessdevices while overall action of the first game is displayed on the firstscreen.
 20. The method of claim 18, wherein step (d) further comprisescommunicating, by the system, individualized content to a display of thewireless devices while overall action of the second game is displayed onthe second screen.
 21. The method of claim 18, wherein the first systemexchanges data with the second system.
 22. The method of claim 18,wherein the first theater and the second theater are in a multi-screentheater.
 23. The method of claim 18, wherein the first theater and thesecond theater are in different cities.